#version 440


layout(location = 0) in vec2 qt_TexCoord;

layout(location = 0) out vec4 fragColor;

layout(std140, binding = 0) uniform buf {
    mat4 qt_Matrix;
    float qt_Opacity;
} ubuf;

layout(binding = 1) uniform sampler2D qt_Texture;

void main()
{
    vec4 tColor = texture(qt_Texture, qt_TexCoord);
    fragColor = tColor;
}
